TTT2 Heihachi Discussion

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AZYG4LYFE
Hopeful...
Joined: Sep 2009
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#221 “Quote” Edit Post
With regards to ws+1, you can connect OTGF for the same damage (54)

ws+1 to qcf+2, isn't so hard, just slowly slide the qcf during the last few frames of ws+1's recovery...

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Shotokan
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#222 “Quote” Edit Post
I generally just HS,n+4, d+1, B! if I'm too lazy All are pretty good options, although I do try my utmost to refrain from using a jab straight after a launcher.
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#223 “Quote” Edit Post
Dear lord the Heihachi section is DEAD, what the FUCK

Anyways, I read a shity translation of Unlimited changes and it mentioned his Auger taunt has changed? Or properties changed?

Anyone know the changes?
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raybonekilla
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#224 “Quote” Edit Post
Translated changes plz?
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Shotokan
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#225 “Quote” Edit Post
Heihachi section is dead because no places in the world have the game. Namco really stuffed up this time IMO.

RE changes... that's going to be difficult to test properly.
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#226 “Quote” Edit Post
lol I read his changes off of a post on fb. Anyone care to confirm?

d/b+2 now -18
- uf34 - now +3 on block [instead of +7]
- ws2 - now -9 [-7 before]

Awesome make a launch punishable low poke even MORE launch punishable, and now if they block ws2 we cant even move. How great...
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Shotokan
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#227 “Quote” Edit Post
I personally don't think the changes are that bad, my reasoning...

- d/b+2 was buffed in damage quite considerably from BR to TTT2, b+2 returning makes it hard to see.
- u/f+3,4... hardly ever use it outside of juggles
- WS+2 safe, evasive mid, tricky to step and gives juggle on CH... still safe.

I'm pretty sure that Heihachi's d/b+2 has been nerfed on block, although it probably doesn't make a huge difference anyway.
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#228 “Quote” Edit Post
Originally posted by Shotokan
I personally don't think the changes are that bad, my reasoning...

- d/b+2 was buffed in damage quite considerably from BR to TTT2, b+2 returning makes it hard to see.
- u/f+3,4... hardly ever use it outside of juggles
- WS+2 safe, evasive mid, tricky to step and gives juggle on CH... still safe.

I'm pretty sure that Heihachi's d/b+2 has been nerfed on block, although it probably doesn't make a huge difference anyway.


Its actually makes a difference to those characters that couldn't launch until 16. I think that list is small I don't remember.

Aren't delayed hopkicks 18 frames?

I also liked the fact that you can move after ws2 on block. Now you are force to stay there.
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saiyuk
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#229 “Quote” Edit Post
uf+3,4 was hella useful outside of juggles. awesome block stun pressure especially next to the walls, but even in open field.

and whilst ws2 mini-nerf isnt exactly the end of the world, it certainly weakens his ws game slightly. being forced into a block-or-duck situation is hardly ideal, especially with ws2's range being quite short leaving you almost without fail inside jab range.
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VargasTheSick
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#230 “Quote” Edit Post
Originally posted by The Game
lol I read his changes off of a post on fb. Anyone care to confirm?

d/b+2 now -18
- uf34 - now +3 on block [instead of +7]
- ws2 - now -9 [-7 before]

Awesome make a launch punishable low poke even MORE launch punishable, and now if they block ws2 we cant even move. How great...


Not liking this since it is honestly his only real good low outside of maybe d/b+3 ( shit damage ). I was really looking forward to using that d/b+2 but it seems extremely unsafe to just throw out now.
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VargasTheSick
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#231 “Quote” Edit Post
Originally posted by The Game
lol I read his changes off of a post on fb. Anyone care to confirm?

d/b+2 now -18
- uf34 - now +3 on block [instead of +7]
- ws2 - now -9 [-7 before]

Awesome make a launch punishable low poke even MORE launch punishable, and now if they block ws2 we cant even move. How great...


Not liking this since it is honestly his only real good low outside of maybe d/b+3 ( shit damage ). I was really looking forward to using that d/b+2 but it seems extremely unsafe to just throw out now.
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Shotokan
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#232 “Quote” Edit Post
The change to d/b+2 is rather crappy, I agree but it is still a very good low, -15 made it TOO good IMO. Do a couple of d/b+2s, coupling it with the fact that d/b+2 is still +5, making WS+4 and MAYBE WS+1 uninterruptable and you have a very scary low when used properly. I can't stress enough how you have to use b+2 a lot, you then also have to consider that again, if used properly d/b+2 is VERY difficult to punish at max range.
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forest16
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#233 “Quote” Edit Post
Yes indeed Shotokan, I was just about to post about how much I like how his new db+2 and b+2 look! Finally, a low that can make the opponent crouch.
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The Game
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#234 “Quote” Edit Post
Originally posted by forest16
Yes indeed Shotokan, I was just about to post about how much I like how his new db+2 and b+2 look! Finally, a low that can make the opponent crouch.


finally?
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I'm new to the game but i find that the best way to win is to use f+3 then keep on using 3+4, f+1+2 until there dead.
UncleKitchener
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#235 “Quote” Edit Post
The change is not that bad, but I'm really liking b+2. I really missed it. Let's hope they keep it for future Tekkens. It's still slightly safe, right?
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Shotokan
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#236 “Quote” Edit Post
It's -2 on block and +9 on hit... it's very safe lol.
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UncleKitchener
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#237 “Quote” Edit Post
I hope it leaves them standing on NH because that would be too good.
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personalit
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#238 “Quote” Edit Post
Anyone know the frame data for d/b+3? Still haven't found out and it's been years.
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Shotokan
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#239 “Quote” Edit Post
UncleKitchener: Yeah, it does leave them standing on NH and gives full combo on CH. I love the move.

personalit: 14dmg; 15~16f; -18~-17 on block; -4~-3 on hit -4~-3 on hit (presumably there's variation in frames because it's dependent on the range you hit them).
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personalit
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#240 “Quote” Edit Post
ty Shotokan.
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